#region License
// /*
// Microsoft Public License (Ms-PL)
// MonoGame - Copyright © 2009 The MonoGame Team
// 
// All rights reserved.
// 
// This license governs use of the accompanying software. If you use the software, you accept this license. If you do not
// accept the license, do not use the software.
// 
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning here as under 
// U.S. copyright law.
// 
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
// 
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3, 
// each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3, 
// each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution in the software or derivative works of the contribution in the software.
// 
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, 
// your patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution 
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including 
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object 
// code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the extent
// permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a particular
// purpose and non-infringement.
// */
#endregion License

#region Using clause
using System;
using System.Collections.Generic;

using Microsoft.Xna.Framework.GamerServices;

#endregion Using clause

namespace Microsoft.Xna.Framework.Net
{
    public sealed class LocalNetworkGamer : NetworkGamer
    {

        private SignedInGamer sig;
        internal Queue<CommandReceiveData> receivedData;
        
        public LocalNetworkGamer () : base(null, 0, 0)
        {
            sig = new SignedInGamer ();
            receivedData = new Queue<CommandReceiveData>();
        }

        public LocalNetworkGamer (NetworkSession session,byte id,GamerStates state)
            : base(session, id, state | GamerStates.Local)
        {
            sig = new SignedInGamer ();
            receivedData = new Queue<CommandReceiveData>();
        }

        /*
        public void EnableSendVoice (
            NetworkGamer remoteGamer, 
            bool enable)
        {
            throw new NotImplementedException ();
        }
        */

        public int ReceiveData (
            byte[] data, 
            int offset,
            out NetworkGamer sender)
        {
            if (data == null)
                throw new ArgumentNullException("data");
            
            if (receivedData.Count <= 0) {
                sender = null;
                return 0;
            }
            
            lock (receivedData) {

                CommandReceiveData crd;
                
                // we will peek at the value first to see if we can process it
                crd = receivedData.Peek();
                
                if (offset + crd.data.Length > data.Length)
                    throw new ArgumentOutOfRangeException("data","The length + offset is greater than parameter can hold.");
                
                // no exception thrown yet so let's process it
                // take it off the queue
                receivedData.Dequeue();
                
                Array.Copy(crd.data, offset, data, 0, data.Length);
                sender = crd.gamer;
                return data.Length;			
            }
            
        }

        public int ReceiveData (
            byte[] data,
            out NetworkGamer sender)
        {
            return ReceiveData(data, 0, out sender);
        }

        public int ReceiveData (
            PacketReader data,
            out NetworkGamer sender)
        {
            lock (receivedData) {
                if (receivedData.Count >= 0) {
                    data.Reset(0);

                    // take it off the queue
                    CommandReceiveData crd = receivedData.Dequeue();
                    
                    // lets make sure that we can handle the data
                    if (data.Length < crd.data.Length) {
                        data.Reset(crd.data.Length);
                    }

                    Array.Copy(crd.data, data.Data, data.Length);
                    sender = crd.gamer;
                    return data.Length;	
                    
                }
                else {
                    sender = null;
                    return 0;
                }
                
            }
        }

        public void SendData (
            byte[] data,
            int offset,
            int count,
            SendDataOptions options)
        {
            CommandEvent cme = new CommandEvent(new CommandSendData(data, offset, count, options, null, this ));
            Session.commandQueue.Enqueue(cme);
        }

        public void SendData (
            byte[] data,
            int offset,
            int count,
            SendDataOptions options,
            NetworkGamer recipient)
        {
            CommandEvent cme = new CommandEvent(new CommandSendData(data, offset, count, options, recipient,this ));
            Session.commandQueue.Enqueue(cme);
        }

        public void SendData (
            byte[] data,
            SendDataOptions options)
        {
            CommandEvent cme = new CommandEvent(new CommandSendData(data, 0, data.Length, options, null, this ));
            Session.commandQueue.Enqueue(cme);
        }

        public void SendData (
            byte[] data,
            SendDataOptions options,
            NetworkGamer recipient)
        {
            CommandEvent cme = new CommandEvent(new CommandSendData(data, 0, data.Length, options, recipient, this ));
            Session.commandQueue.Enqueue(cme);
        }

        public void SendData (
            PacketWriter data,
            SendDataOptions options)
        {
            SendData(data.Data, 0, data.Length, options, null);
            data.Reset();
        }

        public void SendData (
            PacketWriter data,
            SendDataOptions options,
            NetworkGamer recipient)
        {
            SendData(data.Data, 0, data.Length, options, recipient);
            data.Reset();
        }

        public bool IsDataAvailable { 
            get {
                lock (receivedData) {
                    return receivedData.Count > 0;
                }
            }
        }

        public SignedInGamer SignedInGamer { 
            get {
                return sig;
            }
            
            internal set {
                sig = value;
                DisplayName = sig.DisplayName;
                Gamertag = sig.Gamertag;
            }
        }
    }
}
